"…she asked me, cautiously, “Wouldn’t you say that anybody who thought as much about balance as I do in my work probably felt some threat to their balance?” After a long pause, she added, “Of course all adolescents are out of balance, and very aware of it. To become adult can certainly feel like walking a high wire, can’t it? If my foot slips, I’m gone. I’m dead.”" Wonderful profile and interview with/of UKLG.

"I view ValhallaPlate as being closely related to an SM57. Or a hammer. No need to be delicate with the tool. No need to think about things too much. It just works." I liked this line on toolmaking, especially when it comes to music technology.

Really good article on the realities of installing iBeacons, and, secondarily, the way you develop your own internal processes just to solve workflow. I liked the trolly; I felt for the BKM very much as I read this.

Fascinating article capturing how various translators worked around their languages to translate not only the absence of gendered language _suggested_ in Ancillary Justice, but also the author's deliberate use of the feminine as a generic case. (Also, how to translate things for different cultures – what they expect and what they intimate).

Wonderful, dense, three-part study of one of GTA V's renderer. I like Adrian's posts because he focuses on the art of the technology, as well as the technology of the art; a reminder that game art isn't just plonking OBJ files into a world, but relies on a whole host of developers, maths, and drawcalls.

Wonderful article from an architect who worked on "The Witness" about the role of architecture practice in game design, and all the rough edges architects see within game worlds. Good on spatial design principles, too.

"Every gallery project needs an Andy" – and other insights from Tim Hunkin on installation design, following his work on 'The Secret Life of the Home' at the Science Museum. All rings very true for me, and glad to see it's not just me that finds this sort of stuff challenging. Also: very interesting on museum culture.

Rather wonderful interview with J G Ballard in 1984, in the Paris Review; effusive, head-screwed on, but god, his working process is hardly something you can emulate: such absolute control and certainty!

"I don't usually do in-depth analyses of my bots, especially one that's probably not gonna break ten followers, but my most recent bot is very personal to me, and the making of it turned out to be much stranger than I expected. It's The Bot of Mormon, "the most correct bot", a text-generating process with a very niche audience but the niche audience includes me, so I'm happy." Great, detailed post from Leonard on making programattic jokes: his explanation of the ongoing struggle to make the bot entertaining is good, and the solution he comes to smart.

"A wood and brass sound synthesizer built by Max Kohl after the design by Hemholtz. 39½ x 29 inch mahogany base with turned feet, fitted with 11 small wooden platforms, each marked with a number and the words "aus" [from] and "ein" [to], 10 of the platforms fitted with tuning forks and accompanying brass Helmholtz resonators, the tallest measuring 18½ high, each pair ranging in size according to their graduating frequencies, 11th platform fitted with 1 large horizontal master tuning fork." Oh my.

"When I was a child in school, the fact that the laws of nature seemed to be permanent and immutable, compared to the laws of the state, made science most attractive to me. And I recall as a kid in school, a physics experiment—and my also mischievous pleasure that even these overwhelming, secular authorities couldn’t change the direction of a beam of electrons." And it goes from there. Ursula Franklin sounds quite remarkable.

"…drawing, even at a representational level, is the construction of ideas. Therefore the conscious manipulation of ideas through the act of drawing becomes highly fruitful for a designer." More from Matt on drawing, and particular approaches aimed at unlocking drawing-as-thinking. Excellent as ever. I continue to vaguely try drawing in all workshops and for myself, and am still amazed by the number of people who, in design workshops, illustrate what they mean with sentences. For reference: I am a truly appalling draughtsman who was the despair of many an art teacher.

"Here are ‘the obsolete industrial plants; the inadequacy of unchanged transport systems and overstrained power supplies … the shift of power from industrial capital to international finance capital’ and so on. Here is the self-consciously world-historical Lowry, showing us Britain mired in its past, and perhaps the future of China. But here and there is the old local Lowry, whose people cannot see beyond the foreground terraces to the dystopian prospect, and so seem to manage, to cope, even to enjoy themselves, on their own tight patch. People stop to chat or just to stand about; kids play; dogs and babies get taken for walks; women wear bright vermilion, the happy colour of the summer of 2013, and apparently of 1950 too. It’s hard to say this without sounding as folksy as Brian and Michael, and perhaps that’s exactly what it is, but right now what I most admire and enjoy about Lowry is the interest he shows, without any apparent agenda, in what people do. I have no idea why that should be so moving." Wonderful article from this fortnight's LRB about the Lowry retrospective at Tate Britain.

"Coming up with a word like neuromancer is something that would earn you a really fine vacation if you worked in an ad agency. It was a kind of booby-trapped portmanteau that contained considerable potential for cognitive dissonance, that pleasurable buzz of feeling slightly unsettled." There is so, so much in this interview, that quoting it feels somewhat futile. It's a really lovely thing piece, that goes far beyond cyberpunk, and delves deep into Gibson's writing and history. There are at least five meaty quotes I wanted to yank; it's worth reading and rereading.